|Damage vs. small||1d2|
|Damage vs. large||1|
|Base price||4 zm|
Bullwhips are ineffective against thick-skinned monsters.
Balrogs are always generated with a bullwhip, but owing to the order of monster weapon preference, they will never wield it unless they somehow lose their broadsword. While most monsters could theoretically wield a bullwhip they find, they prefer most other weapons to it (notable exceptions include quarterstaves and daggers; monsters will wield whips in preference to these).
Horned devils also have a 25% chance of being spawned with a bullwhip. Since, unlike balrogs, they are not generated with another weapon, they will wield the bullwhip by default.
A bullwhip can be applied to snap it in a direction. This can allow you to perform a number of special tricks:
- Attack a monster normally.
- Disarm an enemy. See below.
- Pick an item up off the floor when you are riding a steed or levitating. (A cockatrice corpse will not petrify you.)
- Fish an item out of a pool below you.
- Wrap around furniture, a boulder, or a large monster to pull yourself out of a pit.
The success of these tricks does not depend on your actual skill with the whip; instead, proficiency is based on your dexterity, whether you are an Archaeologist, and whether you are fumbling. Whip tricks will always fail unless you are proficient (an Archaeologist or Dex > 14).
NetHack makes the following assumptions to determine what to do when a whip is applied:
- If you're in a pit, it is assumed that you are attempting to get out of the pit, unless you are applying the whip towards a small monster, in which case it is assumed that you are trying to attack it.
- If you are not in a pit, and the monster is wielding a weapon, then you are attempting to disarm a monster.
- If you are not in a pit and you apply the whip towards a monster without a wielded weapon, then you are attempting to hit the monster.
- You cannot perform any tricks (besides attacking monsters) if you are confused.
- You cannot perform any tricks (besides attacking monsters) if you are swallowed.
If a bullwhip disarms an enemy, the disarmed weapon may end up on the floor at the enemy's feet, on the floor at your feet, or in your inventory, depending on a "proficiency check".
Disarming a pet does not reduce its tameness. This is one way to pry a desirable weapon out of the hands of a humanoid pet—for example, to get Demonbane from a figurine Archon—or to force the pet to pick up and wield a different weapon.
Disarming a peaceful monster will anger it, so using a bullwhip to grab the Minetown Watch captain's silver saber is probably a Bad Idea, unless you're sure you can escape him quickly, are willing to take the consequences of killing him, or have a medium strength pet on hand who would appreciate not having to deal with the weapon.
If the target is wielding a non-cursed weapon and you succeed, disarming does not break weaponless conduct. Trying to disarm non-pets can break the conduct because you always have a 10% chance of attacking instead, and you can decline only for pets.
Pickup Items while Riding
When applying a whip downwards while riding your steed, there is always some chance (20-33%) that you will hit your steed instead. This has the effect of temporarily increasing the speed of your steed.
Use by monsters
- An iron ball is too heavy to be disarmed.
- A horned devil or other silver-hating monster will never use a whip to pull a silver item from the player's hands into its inventory; if one would, the item is dropped at the player's feet instead.
"Good," he said and, unbelievably, smiled at me, a smirk like
a round of rotted cheese. "What did your keeper use on you?
- But thanks to your trusty whip ... You don't fall in.
The Undead Slayer sometimes starts with a bullwhip. This is a reference to the Castlevania series.